I think the slugcat in Rain World animates wonderfully for being directly controlled by the player. It's a combination of hand-made animation and physics. They've got it easier since it's non-humanoid and 2D, though.

Needs some way to configure the controls, but I assume that won't be a problem in the full release since the Unity Desktop app has that splash screen with control configures. As it is now I can't play it on my controller, since some button is configured as left analog stick so I constantly touch left, resulting in a very premature "orgasm".

I saw it on Steam and dismissed it as one of those cheesy point-and-click adventures set in haunted mansions, but given the press it's been getting it seems like a bit more. So doesn't seem like it's done a great job at marketing itself.

I can quite like choices in games (or the illusion thereof) when done right. It's a very valid technique but one often overemphasized as if it was the only way to achieve depth.

Quote

Any path chosen should be interesting in its own way.

I think this is absolutely essential when doing choices. One should not feel like being cheated by the game for doing what one believes in. There can be "wrong" answers but they shouldn't lead to a lesser experience, just a different one. This is just one of the reasons why choices are not some quick-fix to add depth but incredibly difficult to pull off right.

Changing the Input Configuration fixed it (I'm guessing one of the buttons must have been interpreted as an axis).

Yes, it happened while the interior scene was loading, and I am indeed using Windows (7).

I looked through the output_log.txt and I can see several InvalidOperationExceptions due to modifying a Collection as it's being iterated over:InvalidOperationException: Collection was modified; enumeration operation may not execute. at System.Collections.Generic.List`1+Enumerator[Antares.Vizio.Blocks.UniversalReceiveMessage].VerifyState () [0x00000] in <filename unknown>:0 at System.Collections.Generic.List`1+Enumerator[Antares.Vizio.Blocks.UniversalReceiveMessage].MoveNext () [0x00000] in <filename unknown>:0 at Antares.Vizio.Runtime.MessageManager.SendMessage (UnityEngine.Object receiver, System.String messageName, System.Object[] parameters) [0x00000] in <filename unknown>:0 at Antares.Vizio.Blocks.UniversalSendMessageToReceiver.In () [0x00000] in <filename unknown>:0 at Antares.Vizio.Runtime.Trigger.Invoke () [0x00000] in <filename unknown>:0 at Antares.Vizio.Runtime.TriggerLink.Invoke () [0x00000] in <filename unknown>:0 at VizioComponent+<WaitForSeconds>d__10.MoveNext () [0x00000] in <filename unknown>:0

I don't know if it has anything to do with the crash (the exceptions themselves did not cause any crashes).

I have a PS2 gamepad I usually have plugged in my computer and apparently if you Bientôt L'été with it in, the view starts rotating left (even if you unplug it). Starting with it unplugged solves it but I can't say I've had any similar problems with any other Unity-games.

It froze after about an hour and a half for me. I had left the building without meeting anyone, seen the black rock, collected the item and went into the building again. Here's the crash-report.